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Realms Beyond Dungeons

I;m going to be waering heavy armor, but that's also cause I'm slow as ass already and I know it, so getting more protected from melee & with my spells and such being mostly ranged, it makes sense for me.
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(February 8th, 2013, 11:40)Ichabod Wrote: Gah! I'm not good with the whole "get something, leave something behind" thing. lol Why can't I get everything?

Another question: I'm a bit unsure about heavy armor. I'd be exploring the countryside on a full plate? Doesn't it sound a bit far-fetched? Is it usual for D&D parties to have a guy wearing heavy armour while all the rest are using leather?

I guess my question is more like: should I do this tower-shield thingy or should I just be a normal fighter? Can someone decide for me? lol

There is no normal. lol 'Normal fighter without the archetype'...pretty much is a lot of feats to let you specialize yourself. Fighters can be mounted combat specialists, or focus on heavy offense with two-handed axes or swords, or focus on bows, or on heavy defense, or on high mobility and intercepting threats, or on battlefield control (trips, attacks of opportunity, reach weapons) or a few others that don't come to mind right now. You can generally pick one or two of those to focus on, and the rest have to go by the wayside.

Full plate is reasonable, especially for people without a lot of dexterity. Usually you bring along a spare chain shirt or something for emergencies or water crossing. But no, it's not absurd, unless the rest of the party wants to play hit and run tactics. For a combat where you intend to stay put until you win, a high armor guy to go up front and let all the leather-clad people focus on the damage can be quite useful.

Generally high armor is fighters and clerics, yes, because they're the ones without penalties for going that route. Wizards lose spells if in armor, Rogues can't sneak very well when clanking, monks and barbarians lose a lot of class abilities, but fighters and clerics just end up a bit slower.

Realistically, unless the party wants to play hit and run tactics, you'd be filling a good role by focusing on high defense. But I can't make that decision for you, you're the player neenerneener
EitB 25 - Perpentach
Occasional mapmaker

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It seems I need a more heavy handed type of GM. lol (I remember a web series that was about the LotR movie being described as a D&D campaign. It was pretty funny, especially the players trying to other things rather than take the ring to Mordor and the GM forcing them to do so).

Ok, I'll focus on defense. Now I have to pick one of the archetypes.

By the way, this saturday is my birthday and monday and thursday are holidays in Brazil (carnaval dancing), so I may have a bit of difficulty to be online. I'll agree with the parties decision though. (And no, I don't dance Samba frown )
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i freely admit ... tower shield specialist is certainly something i could see my self dabbleing with at some point ... when getting a bit into it, it could certainly be strong

Although ... as a heavy defensive fighter i'd certainly suggest Dwarf ... their extra health (though +2 con), their defensive bonuses in combat (+4dodge against giants, +2 saving throws against nearly anything dangerous (poison and spells) and the ability to resist battlefield control attempts, all supports it nicely
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(February 8th, 2013, 13:03)Sian Wrote: i freely admit ... tower shield specialist is certainly something i could see my self dabbleing with at some point ... when getting a bit into it, it could certainly be strong

Although ... as a heavy defensive fighter i'd certainly suggest Dwarf ... their extra health (though +2 con), their defensive bonuses in combat (+4dodge against giants, +2 saving throws against nearly anything dangerous (poison and spells) and the ability to resist battlefield control attempts, all supports it nicely

Well, I used the human ability bonus to get +2 constitution (now 16), so maybe that's enough? I don't see myself playing a dwarf, so I guess I'd stick with the old fool of my character lol. If he ends up dead, than I make a dwarf.

So, I guess I'll be a tower shield specialist. Gotta read a bit on that one, then.

Thanks for the help, everyone!
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Character Sheet: https://docs.google.com/spreadsheet/ccc?...zLUE#gid=0

Fighter, Tower Shield Specialist

Feats: Power Attack; Cleave; Improved Shield Bash; Defensive Combat Training; Weapon Focus (Long Swords)

I was thinking of substituting one of these Feats with the "Shielded Caster" feat. It helps allies on concentration checks. The thing is, the ally also has to have the feat for it to work. So if Lewwyn or any other caster thinks this is useful, I'm open to using it. Just let me know.
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Q1(mounted combat continued) Honestly I'm still a bit confused by mounted combat ... but it sounds like, in this game at least, it might benefit melee users a bit more than archer users (limited in weapon type, attack roll penalty, etc). But then, defense by distance is nice ... but only going 50 ft compared to 30 ft ... I guess its nice, I'd have to think about it.

One weird thing though ... a standard move action for a horse is 50 feet right? So ... you can generally either move and attack or take two move actions .... and RUNNING for a horse is quadruple speed (so, looks like 200 feet in a round).

If that's the case ... it looks like you take the horse's move action (50 feet), then you attack (once), and then you take the horse's 2nd move action (another 50 feet), for a -4 penalty.

Alternatively the horse could be running ... in which case all values are doubled. (100 feet, attack, 100 feet), or just plain running without attacking (200 feet total). Now, I don't think this all has to be in a straight line at all ... perhaps it could even be while circling the field of battle.

Is there a model somewhere that says how sharp your turns can be depending on what speed you are going? There has to be one somewhere, I'm sure of it. I mean hell, they do that modelling in real life, so if we had to we could just use a dumbed down version of that. I'm gonna guess 90degree turns while normal movement (50ft each move action), and only 45 degrees turns while 'galloping/running' (100ft move action/ 200 ft total).

Also, I read that to take a full attack round while riding, the mount can't move more than 5 feet (unless you take the Hit and Run trait, or Skirmisher I think, at level 16)
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The game in general (hell ... games in general) tend to have a hard time making horseback archery viable without at the same time making it 'one right way'

As for movement in battle ... its rather simplistic to be frank ... you merely count tiles (and remember that moving 2 tiles diagonal is 15ft instead of moving two in direction x and 2 in y, which is 20 ft)
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Quote:If that's the case ... it looks like you take the horse's move action (50 feet), then you attack (once), and then you take the horse's 2nd move action (another 50 feet), for a -4 penalty.
This is correct. Except attack is only restricted to once if it's a melee attack; ranged attacks can be as many as you could normally do.

Quote:Alternatively the horse could be running ... in which case all values are doubled. (100 feet, attack, 100 feet), or just plain running without attacking (200 feet total). Now, I don't think this all has to be in a straight line at all ... perhaps it could even be while circling the field of battle.
Running is always only in a straight line. Doesn't matter if you're running or the horse is, it has to be a straight line. If you're turning, you have to slow down and only do a double move. No restriction on turning radius if you're not running.

Speed numbers are right, though.

There's a restriction for how sharp you can turn while flying, but that doesn't matter to you guys just yet.

Quote:Also, I read that to take a full attack round while riding, the mount can't move more than 5 feet (unless you take the Hit and Run trait, or Skirmisher I think, at level 16)
True for melee attacks but not ranged. Ranged can take a full attack action even though the horse is moving.

I don't know why you think only getting to move 100 ft in a round and still shoot is so slow - if you were on foot and wanted to both move and shoot, you could only go 30 ft.
EitB 25 - Perpentach
Occasional mapmaker

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By the way, my character has 12 skill points because I used all the 3 lvl up on favoured class bonuses on skills.
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